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Disney's Chip 'n Dale: Rescue Rangers/RAM map: Difference between revisions

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|-
|-
|$54||1 byte||2||Chip/Dale action||
|$54||1 byte||2||Chip/Dale action||
*<b>00</b>: Normal (still/walking/under box)
*'''00''': Normal (still/walking/under box)
*<b>01</b>: Jumping/falling
*'''01''': Jumping/falling
*<b>02</b>:
*'''02''':
*<b>03</b>: Picking up object
*'''03''': Picking up object
*<b>04</b>: Throwing object
*'''04''': Throwing object
*<b>05</b>: Ducking under box
*'''05''': Ducking under box
*<b>06</b>:
*'''06''':
*<b>07</b>:
*'''07''':
*<b>08</b>:
*'''08''':
*<b>09</b>: Taking damage
*'''09''': Taking damage
*<b>0A</b>: Dead
*'''0A''': Dead
|-
|-
|$5E||1 byte||2||Chip/Dale invincibility timer||
|$5E||1 byte||2||Chip/Dale invincibility timer||
Line 34: Line 34:
|-
|-
|$0400||1 byte||16||Sprite flags||
|$0400||1 byte||16||Sprite flags||
*<b>80</b>: Visible
*'''80''': Visible
*<b>40</b>: Facing right
*'''40''': Facing right
|-
|-
|$0410||1 byte||16||Animation frame #||
|$0410||1 byte||16||Animation frame #||
Line 56: Line 56:
|-
|-
|$04D0||1 byte||16||Status flags||
|$04D0||1 byte||16||Status flags||
*<b>80</b>: Exists
*'''80''': Exists
*<b>40</b>: Causes damage
*'''40''': Causes damage
*<b>0F</b>: Phase #
*'''0F''': Phase #
|-
|-
|$04E0||1 byte||16||Action ID||[[Disney's Chip 'n Dale: Rescue Rangers:Action IDs|List of IDs]]
|$04E0||1 byte||16||Action ID||[[Disney's Chip 'n Dale: Rescue Rangers:Action IDs|List of IDs]]
Line 79: Line 79:
|-
|-
|$0570||1 byte||16||Other flags||
|$0570||1 byte||16||Other flags||
*<b>40</b>: Able to be damaged
*'''40''': Able to be damaged
|-
|-
|$0580||1 byte||16||||
|$0580||1 byte||16||||
|}
|}
{{Internal Data}}

Latest revision as of 14:31, 24 January 2024

Chip tiny.png The following article is a RAM map for Disney's Chip 'n Dale: Rescue Rangers.

Zero Page

Address Entry size # of entries Description Notes
$10 1 byte 1
$4D 1 byte 1 Current object slot
$54 1 byte 2 Chip/Dale action
  • 00: Normal (still/walking/under box)
  • 01: Jumping/falling
  • 02:
  • 03: Picking up object
  • 04: Throwing object
  • 05: Ducking under box
  • 06:
  • 07:
  • 08:
  • 09: Taking damage
  • 0A: Dead
$5E 1 byte 2 Chip/Dale invincibility timer
$95 1 byte 1
$E4 1 byte 4 Fibonacci LFSR Used for (& altered by) random events

Object Data

Address Entry size # of entries Description Notes
$0400 1 byte 16 Sprite flags
  • 80: Visible
  • 40: Facing right
$0410 1 byte 16 Animation frame #
$0420 1 byte 16 Animation ID List of IDs
$0430 1 byte 16 Animation counter
$0440 1 byte 16
$0450 1 byte 16
$0460 1 byte 16 Y-position low (subpixels)
$0470 1 byte 16 X-position low (subpixels)
$0480 1 byte 16
$0490 1 byte 16 Counter Use varies depending on object
$04D0 1 byte 16 Status flags
  • 80: Exists
  • 40: Causes damage
  • 0F: Phase #
$04E0 1 byte 16 Action ID List of IDs
$04F0 1 byte 16 X-position mid (pixels)
$0500 1 byte 16 X-position high (screen sections)
$0510 1 byte 16
$0520 1 byte 16
$0530 1 byte 16 X-speed low (subpixels/frame)
$0540 1 byte 16 X-speed high (pixels/frame)
$0550 1 byte 16 Y-speed low (subpixels/frame)
$0560 1 byte 16 Y-speed high (pixels/frame)
$0570 1 byte 16 Other flags
  • 40: Able to be damaged
$0580 1 byte 16